Dummy whist

[1] Secondly, instead of dealing a kitty, a dummy hand is dealt to be on the team of the player who wins the auction.

The rules of the game are the same as those of whist, with the following exceptions: In dummy whist, after all of the cards have been dealt (but before the beginning of game play) each player may submit a bid.

A trick consists of four cards: one from the hand of each player and one from the dummy, in rotation, with the dummy sitting across from the declarer, the first card played to a trick called the lead.

A player is required to follow suit to the card led, if possible.

The highest bidder always plays the first lead card in the game.

When a trick is completed (four cards played), a member of the side which won the trick takes the four cards, turns them face-down and places them in front of him in a row.

It is customary for one player to take in all the tricks won by his side.

The game ends when a player wins by achieving a cumulative score of 21 or more.

At the end of each hand, books held by the player who won the bid are counted.

The rules do not differ from dummy whist, except for the following: there is no misdeal, as the deal is a disadvantage.